|
Modelling & Animations Everything but Static Objects |
|
Thread Tools | Display Modes |
2013-04-25, 16:46 | #51 | |
Retired PR Developer
Join Date: Apr 2012
Posts: 785
Poland
|
Re: [Vehicle] KTO Rosomak
Quote:
| |
Last edited by [R-DEV]ddeo; 2013-04-25 at 17:30..
|
2013-04-29, 18:47 | #52 |
Join Date: Jul 2011
Posts: 55
Poland
Location: Lodz
|
Re: [Vehicle] KTO Rosomak
What about Rosomak M3? Is there any work on them?
|
2013-05-02, 19:48 | #53 |
Retired PR Developer
Join Date: Jun 2010
Posts: 936
Poland
Location: Rzeszow
|
Re: [Vehicle] KTO Rosomak
Sorry for late respond, but I wanted to check some things first. M3 version on Rosomak was on hold, as per design plan, but after talk with other team members, we decided that there is too much work for a little thing, and because main Rosomak is nearly done, and it would be needed to change in order to make M3 variant, we decided to delete it from design plan.
I personal don't see a real reason to use it, because we have 3 different kinds of jeeps, and will probably also have BRDM-2, which should be enough in case of asset with .50cal. Also Rosomak didn't earned his name 'green devil' from Talibans from .50cal, but from his powerful 30mm cannon. I want to keep this monster rise fear in hearts of enemies in PR too. |
|
|
2013-05-03, 18:35 | #54 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
Re: [Vehicle] KTO Rosomak
242 tris
are we geting closer? edit: ahh one more think should i place a vertex in a middle of every wheel? |
Last edited by Grober; 2013-05-03 at 18:53..
|
2013-05-04, 21:28 | #55 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
Re: [Vehicle] KTO Rosomak
Could i get an anwser about vertex in a middle of wheels? pls?
|
2013-07-09, 14:12 | #57 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
Re: [Vehicle] KTO Rosomak
3p lod 0
1p lod0 wreck lod0 Im hoping for some more feedback from u guys |
Last edited by Grober; 2013-07-09 at 15:14..
|
2013-07-09, 15:17 | #58 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
|
Re: [Vehicle] KTO Rosomak
I need to know a few things before giving proper feedback, mainly how many tris are those models? Also where will the viewpoints of driver, gunner and commander be, as well as of the passangers? thats really crucial to optimizing the geom0 (1p) i think.
As for the texture, does it have AO layer? Not a texture pro, but seems to me that the area around wheels could do with some shadows. |
|
|
2013-07-09, 15:52 | #59 |
Join Date: Apr 2010
Posts: 489
Poland
Location: Wrocław
|
Re: [Vehicle] KTO Rosomak
3p lod0 5924 tris
1p lod0 1599 tris wreck lod 0 4706 tris not sure yet tho dont worry about shadows in using "flat" setting here |
Last edited by Grober; 2013-07-09 at 16:11..
|
2013-07-09, 18:34 | #60 |
Retired PR Developer
Join Date: Jun 2010
Posts: 936
Poland
Location: Rzeszow
|
Re: [Vehicle] KTO Rosomak
Finally some progress. Good work
About passenger camera, it will be two cameras mounted on the side of vehicle(don't exactly know where now). Rest will be as in image above. |
|
|
Tags |
kto, rosomak, vehicle, vehiclekto, wip, wippl |
|
|